Pause/Unpausing?

Hey guys I’m just trying to set up a simple Pause/Unpause system. The pausing works and disables character input but when I enable the input nothings happening…

Any suggestions?

Regards,
Dan

PrimaryActorTick.bTickEvenWhenPaused and bShouldPerformFullTickWhenPaused need to be set to true, I believe. Whether that’s accessible to BPs, I don’t know.

Use a SetGamePaused node, check Paused, you can return this to a gameState or something and just uncheck Pause when you set up a function for when Escape is hit again (i.e get gameState variable isPaused (boolean) and if true Escape will change that variable and change SetGamePaused to unchecked (not paused))

Esc → IF isPaused (false) ->SetGamePaused (Checked) → SET isPaused (true)…= Paused

Esc → IF isPaused (true) → SetGamePaused (Unchecked) → SET isPaused (false)…= UnPaused

Esc is Escape button, IF is if node, isPaused is a variable of boolean type, SetGamePaused is a node with a Pause checkbox available, that’s it! This will change from checked (paused) to unchecked (pause) so long as you use a SET node at the end of each SetGamePaused to change the boolean, the flag or debug variable, to the value of gamePaused so that Escape can know whether to pause or unpause

Thank you very much. I will check it shortly and get back to you!

This was helpful thank you! I think you have to make sure the execute when paused is turned on or the game doesn’t recognize the unpause.

I don’t get this to work.

i have a similar setup in the player controller, since gamestate doesn’t receive key input.

I can pause but not unpause the game.

Only way i can do this is with a umg widget and the mouse, not with a keyboard key input.

it seems key events aren’t picked up when paused, even when ‘tick when paused’ is enabled.

what am i missing? using 4.11p7

you have to go on your key event and check " execute when paused "
in the details panel, the tick has nothing to do with it